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rhinor8

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  1. So which heroes are we still missing from Descent First Edition? I looked into this a while back, and by my reckoning: HEALER (2): Aurim, Brother Glyr. SCOUT (4): Bogran the Shadow, Kirga, Red Scorpion, Tobin Farslayer. WARRIOR (4): Eliam, Hugo the Glorious, Laughin Buldar, Varikas the Dead. MAGE (2): Landrec the Wise, Mad Carthos. Is this correct?
  2. delffi, on it being free, I guess FFG/Asmodee take the approach that free app content should drive physical product sales. However, I feel the same as you - I am happy to pay for app content, if it increases the likelihood that we will get more app content.
  3. Perhaps I am just "lucky" then. I definitely paid for it - I want to support the app as much as possible so they keep releasing content. Paying for it more than once is stretching the friendship, though.
  4. Anyone else lose access to their paid content "Trials of Frostgate" with the latest update? Running Android.
  5. Did anyone else lose access to their paid-for "Trials of Frostgate" campaign with this latest update? Just curious as to whether this has affected anyone else, before I approach FFG.
  6. I can't remember the party composition but I do remember smashing the heroes in every quest of this mini-campaign. We still played each through and had fun though - no dummies were spat.
  7. My opinion is that you are missing a key strategy element of the game by choosing monster groups the way you do. Maybe your method works thematically, but I find it horribly restrictive and ultimately helping out the heroes in general. I strongly recommend you spend some time carefully choosing your open groups. If your heroes players are as good as mine you won't regret that preparation time. To give you an indication, I spend more time choosing my open groups than choosing my OL deck. You can also force yourself (the OL) to play with custom blue dices with extra weight on the cross symbol, you can also say that you can only reinforce a monster if a hero player says the words "hypothetically speaking" during your own turn, or double the number of objective tokens the OL needs to win a quest every time you reinforce a large monster. Joke aside, nobody will ever prevent you from playing the game with these kinds of rulebook hack & slash restrictions as long as you and your playgroup are having fun. But since you posted this to the community, I can give my opinion which is that such house rule will with no doubt obliterate game balance in a way that is harsher and more painful than playing Silent Hill in hardcore mode without flashlight. This is like bringing a bazooka to a game of dominos. And I must say there is no way I'd ever come along with such decision even if beer was offered on the table. This is nuts, man. Parts of me admire you for trying to soften the role of the overlord and maybe meet a weak hero party in the middle as part of a compromise, but I am vehemently against the idea to destroy a game just so somebody can have a **** at it. For what it's worth, I find that the reinforcement rules are just FINE in that game and I have zero idea what the grounds of this criticism are. For me it's entirely baseless. I can get frustrated in that game for at least a million other reasons, but that doesn't imply the game is broken. If IA has better rules then good for IA I suppose. I find that reinforcements are always dreaded by the heroes because the baddies are coming at them, the Overlord needs to refuel his attack line because 4 heroes have 8+ attacks per turn, etc. It also allows you to populate deserted areas of the map and facilitate access to objective etc. That to me sounds like a VERY interesting mechanism for a game like this. EDIT: Thread is actually about an "unhappy playgroup" and I think it all comes down to it. If you feel there is unbalance in the game then changing the rules (in such drastic way) would be the last thing I´d consider, because what it implies is that you are NEVER going to get balance back again since you have to break a fundamental mechanism of the rules to make something else even. What you need to do (and I´ve been through that before so I know by experience) is to increase knowledge and awareness of the players that are falling behind. Drag them up to your level, emphasize on the important strategical aspects, what choices are good and which ones are bad, things to be careful about etc. Gradually you will feel that both sides get evened up, and ultimately you will see how much of a disaster dissing a OL card for free is for you - if you ever want to play this game at competitive level (if you´re just here as a GM and do random crazy things then sure, you don't even need OL cards in that case) ​ Hi Indalecio, I appreciate your opinion - I'm always glad to hear other takes on an issue. I understand your POV if you are playing to win. I'm playing for fun, and with one other person controlling four heroes - and the balance seems fine. Adopting the approach described in my original post won't work for everyone (and you are right - I do prefer it thematically), but playing to win at all costs isn't for every playgroup. That being said, if I had four other brains to contend with instead of just one other trying to juggle four characters, I might change my tune.
  8. I agree also. I don't agonise over which open group monsters to choose, for example - I usually just pick monsters that have both icons matching the quest icons.
  9. The Trollfens Prelude For thousands of years the Valdari Marsh has laid silent and empty. Crumbling, half-sunken ruins are all that remain of a civilization claimed by the dark swamp. Whoever lived there is long gone, a distant memory tied to an old legend of a terrible sickness. Over time, superstition faded, and people seeking distance from even the mildest of structure and law provided by the baronies and free cities were drawn to settle around the old swamp. Unaware of the history, they’ve lived there in peace for many years. In recent days, however, traders and travellers bring word of trouble in the villages around the marsh. People have gone missing, many are falling ill, and rumors abound of the most distant and secluded villages being completely destroyed by an overwhelming force. Though it may prove fruitless and your offer of assistance could be spurned by the locals, you’ve taken it upon yourselves to investigate. Summaries Act I Quest – Ghost Town Played. You came upon a village that was under the advanced stages of attack, with most inhabitants killed and buildings destroyed. Hero victory: Battling through the monstrous hordes, you rescued a lone survivor from the ill-fated village and fled the carnage. You were given an arcane ring and left the survivor in the care of a healer, before returning to the marsh to investigate further. Your thoughts were on the man’s fevered mumblings of family and friends stolen from homes and taken into the swamp. Overlord victory: The monstrous horde subdued and kidnapped the lone survivor and stole away with an arcane ring. Your efforts to track the kidnappers were stymied by the driving rain and falling darkness. Act I Quest – Food For Worms Played. You pushed deeper into the swamps, driven by rumors of kidnapped townsfolk. Your progress was slow through the mire, but you found a cart of prisoners being hauled by a massive troll. Hero victory: Your wrath descended upon the troll and his minions and you drove them off. You (retained/recovered) the arcane ring. The survivors told you the beast was named Bol’Goreth. Overlord victory: The troll and his forces’ savage defence resulted in the death of all captives, and your subsequent retreat into the swamp. The troll (retained/recovered) the arcane ring. Act I Quest – Three Heads, One Mind Played. Your journey through the swamps and abandoned villages revealed few leads; however, you discovered that a sickness was spreading in the region. You followed a trail to a stone hovel, locked and defended by an ettin and a swarm of harpies. Hero victory: Your skilled assault won a key to the hut, and from within you recovered a glowing crystal vial. Arriving enemy reinforcements necessitated a retreat into the safety of the swamps. Overlord victory: The defenders managed to stall you until reinforcements arrived, necessitating your hurried retreat. The enemy forces kept the glowing crystal vial that was sequestered in the hut. Act II Quest – Source Of Sickness Played. Forging ahead through the stinking mire, you discovered a broken fortress where experiments had been conducted on the abducted villagers. The cellars contained terribly diseased villagers and several plague casks, the source of the contagion. Hero victory: Your frenzied search lead to your discovery of the Mending Talisman, the key to curing the disease. You healed as many plague victims as you could and destroyed as many plague casks as possible, before bearing the Talsiman to safety. Your strategic retreat ensured the plague would no longer be part of the overlord’s plans. Overlord victory: You lost the race to recover the Mending Talisman, the key to curing the disease. Bol’Goreth retreated with the remaining plague victims, casks and the Talisman. You shudder to think of the potential damage these seeds of plague represent, in the hands of the overlord. Act II Quest – Spreading Affliction Played. Days of searching the stinking mire led to your discovery of a broken fortress. Horrid experiments had created chained, diseased creatures, which Bol’Goreth sought to turn loose. Hero victory: Your extermination of the abominations ensured that they could not be used as part of the overlord’s dark plans. You recovered the Mending Talisman, the key to curing the plague. Overlord victory: The abominations scattered from the ruins before you could purge them. You shudder to think of the potential damage these creatures and the plague may sow, in the hands of the overlord.
  10. Lair of the Wyrm Prelude With the recent resurgence of internal treachery and scheming politicians, rumors abound in the rustic barony of Rhynn. Monster raids, the walking dead, ancient artifacts uncovered, one can’t wander too far from the safety of Arhynn’s gates without hearing about the doom coming for Terrinoth. Lately, however, the rumor mills have switched focus to an older terror that has made herself known once more: Valyndra, mother to the terrible hybrids – dragonkin that walk like men. The self-styled Wyrm Queen is said to be consorting with other foul forces. Seeing that her lair in the Carthmounts could supply several armies, this does not bode well. Worse yet, some say that Valyndra has caught wind of a recent find of aurium in the Vigil Mines – they say it shines like gold and forges like the finest steel. You don’t dare think of the consequences should Valyndra acquire such a powerful mineral… Your party of adventurers has been sent to the Vigil Mines to determine whether there is any truth to the rumors of Valyndra’s interest. Summaries Act I Quest – Gold Digger Played. You came upon a miner’s wagon, under heavy attack by Valyndra and her minions. Valyndra was searching for the craftsman Jorem Tolk’s discovery, a prototype suit of Aurium armour. Hero victory: Despite Valyndra’s aerial attacks and ancient might, you defeated her and received the Aurium Mail, with instructions to deliver it to Jorem Tolk at the Brickwater Inn. Additionally, you learned that Valyndra’s Dragon Hybrids had been overheard planning an assault on the Mines. Overlord victory: Your stout defence was in vain; the might of Valyndra and her minions proved too much and Valyndra departed with the armor. Upon taking wing, she gloated that she would find Jorem Tolk and force him to replicate the prototype armor. Act I Quest – Rude Awakening Played. On your journey to the Vigil Mines via Brickwater Inn, you met a courier who proclaimed Valyndra’s minions were rampaging across the countryside, ransacking and searching for Jorem Tolk. Allegedly, Valyndra coveted Jorem’s skills to work aurium in her forges. This news was borne out by your discovery of the Brickwater Inn set aflame, and the reported abduction of Jorem from the Inn. Hero victory: Your valiant efforts amongst the inferno rescued the survivors of the initial attack. The distraught innkeeper confirmed the abduction of Jorem by Dragon Hybrids to the Vigil Mines and passed you Jorem’s masterwork, an arcane sword entitled “Valyndra’s Bane”. Overlord victory: Despite your valiant efforts, Valyndra’s minions succeeded in occupying you, whilst others escaped with Jorem and an arcane blade, leaving no trail… Act I Quest – What’s Yours Is Mine Played. The abduction of Jorem greatly hastened your push to the Mines. Upon your breathless arrival, a miner broke cover to warn of the Mine’s occupation by Valyndra’s forces. Hero victory: Your heavy assault on the enemy resulted in the defeat of the Ettin leader, Du’lak, and the (retention/recovery) of the Aurium Mail. Du’lak was forcing Jorem to mine aurium for Valyndra’s forges. The victory was marred by the subsequent re-abduction of Jorem by a Dragon Hybrid on the wing. Overlord victory: The determination of the overlord’s forces was too great for you to break. The Ettin leader, Du’lak, escaped from the mine with enough aurium to equip Valyndra’s army. A wounded miner broke the grim news that Jorem had been taken to Valyndra’s lair, likely to forge the aurium. Your failure led to (the loss/Valyndra’s retention) of the Aurium Mail. Act II Quest – At The Forge Played. Your dogged pursuit of Valyndra’s forces bore fruit, when a dwarven outpost you were visiting wounded two dragons. You raced into the woods, seeking a trail to Valyndra’s lair. Your entry to the lair was greeted by the sounds of Jorem working the forge, and the mocking tones of Valyndra. Hero victory: Your efforts resulted in (the defeat of Valyndra and the) rescue of Jorem Tolk, sweetened by the recovery of some of Jorem’s weapons and armor. The strategic advantage offered to the Barony of Rhynn will be substantial. Overlord victory: Valyndra drove you from her lair. Her (defeat of Jorem Tolk and) retention of Jorem’s craftwork bodes ill for your defeat of the Overlord. Act II Quest – Armed To The Teeth Played. The impact of your lack of success in finding Jorem Tolk was realised, when an escaped Jorem burst into the Brickwater Inn and confirmed he had been forced to forge aurium weapons and armor for Valyndra’s forces. Following Jorem’s crude map to Valyndra’s lair, you came upon a hamlet under attack by forces of the Overlord, led by Splig, on a mission to deliver a message to Valyndra on the Overlord’s behalf. You continued your journey to Valyndra’s lair, following your (capture of Splig/failure to capture Splig). You found that Valyndra had shifted operations to the ruined Castle Maebury, which you subsequently assaulted. Hero victory: Your defeat of Valyndra led to her wounded retreat from battle and annulled any chance of Valyndra’s forces allying with the Overlord’s. Overlord victory: You could not prevent the escape of Valyndra’s Sentinels, with enough Aurium Wargear to equip her army. Your failure will allow an alliance between Valyndra and the Overlord, which ill for your eventual defeat of the Overlord.
  11. Atom4geVampire, here is what I have done so far. I'm also about halfway through the Shadow Rune descriptions, but I have been distracted by other priorities for a while now. I hope to get back to it soon. My plan is to post as a pdf in the proper Descent format (background, page number style, etc) when complete. As discussed, I am happy for you to include it in your campaign tracker if you wish. I am also happy to receive any constructive criticism so it can be improved. Descent Campaign Storylines Overlord player – read relevant summaries to all players, when required. Summaries to be read between sessions as a refresher on the story so far, if required. Summaries to be read before interlude if large campaign in play, and finale quest for large and mini campaigns. Read summaries for quests undertaken first, followed by those that were not played (i.e. assuming overlord victory) if playing large campaign. If using rumor cards, paraphrase any victories or losses from the relevant campaign summary.
  12. Base game Heroes: Ashrian (Healer), Avric Albright (Healer), Grisban the Thirsty (Warrior), Jain Fairwood (Scout), Leoric of the Book (Mage), Syndrael (Warrior), Tomble Burrowell (Scout), Widow Tarha (Mage) Monsters: Barghests (4), Cave Spiders (5), Elementals (2), Ettins (2), Flesh Moulders (4), Goblin Archers (5), Merriods (2), Shadow Dragons (2), Zombies (5) Lair of the Wyrm Heroes: Reynhart the Worthy (Warrior), High Mage Quellen (Mage) Monsters: Fire Imps (5), Hybrid Sentinels (3) Labyrinth of Ruin Heroes: Dezra the Vile (Mage), Logan Lashley (Scout), Pathfinder Durik (Warrior), Ulma Grimstone (Healer) Monsters: Arachyura (2), Carrion Drakes (3), Goblin Witchers (4), Volucrix Reavers (4) The Trollfens Heroes: Augur Grissom (Healer), Roganna the Shade (Scout) Monsters: Harpies (4), Plague Worms (3) Shadow of Nerekhall Heroes: Orkell the Swift (Warrior), Tinashi the Wanderer (Scout), Ravaella Lightfoot (Mage), Rendiel (Healer) Monsters: Changelings (4), Ironbounds (2), Rat Swarms (4), Ynfernael Hulks (2) Manor of Ravens Heroes: Alys Raine (Warrior), Thaiden Mistpeak (Scout) Monsters: Bandits (5), Wraiths (3) Mists of Bilehall Heroes: Nil Monsters: Bone Horrors (3), Broodwalkers (3), Reanimates (6) _________________________________________________________________________ Oath Of The Outcast Heroes: Trenloe the Strong (Warrior), Laurel of Bloodwood (Scout), Shiver (Mage), and Elder Mok (Healer) Monsters: Bane spiders (3), Beastmen (4), Razorwings (4) Crown of Destiny Heroes: Corbin (Warrior), Lindel (Scout), Jaes the Exile (Mage), and Brother Gherinn (Healer) Monsters: Chaos Beasts (3), Giants (2), Lava Beetles (4) Crusade of the Forgotten Heroes: Tahlia (Warrior), Tetherys (Scout), Astarra (Mage), and Andira Runehand (Healer) Monsters: Golems (2), Medusae (3), Sorcerers (4) Guardians of Deephall Heroes: Mordrog (Warrior), Lord Hawthorne (Warrior), Sahla (Healer), Silhouette (Scout) Monsters: Crypt Dragons (2), Dark Priests (4), Wendigos (3) Visions of Dawn Heroes: Master Thorn (Mage), Nara the Fang (Warrior), Ispher (Healer), Sir Valadir (Warrior) Monsters: Manticores (2), Ogres (2), Trolls (2) Bonds of the Wild Heroes: Lyssa (Mage), Challara (Mage), Ronan of the Wild (Scout), Vyrah the Falconer (Scout) Monsters: Kobolds (12), Hellhounds (4), Deep Elves (2) Treaty of Champions Heroes: Jonas the Kind (Healer), Grey Ker (Scout), Krutzbeck (Warrior), Zyla (Mage) Monsters: Demon Lords (2), Skeleton Archers (5), Crow Hags (3). Still to come? HEALER (3): Aurim, Brother Glyr, Okaluk and Rakash. SCOUT (6): Arvel Worldwalker, Bogran the Shadow, Kirga, Red Scorpion, Tatianna, Tobin Farslayer. WARRIOR (8): Eliam, Hugo the Glorious, Karnon, Laughin Buldar, Nanok of the Blade, One Fist, Steelhorns, Varikas the Dead. MAGE (3): Landrec the Wise, Mad Carthos, Truthseer Kel. Monsters (5): Shade, Ferrox, Blood Ape, Naga, Ice Wyrm.
  13. Base game Heroes: Ashrian (Healer), Avric Albright (Healer), Grisban the Thirsty (Warrior), Jain Fairwood (Scout), Leoric of the Book (Mage), Syndrael (Warrior), Tomble Burrowell (Scout), Widow Tarha (Mage) Monsters: Barghests (4), Cave Spiders (5), Elementals (2), Ettins (2), Flesh Moulders (4), Goblin Archers (5), Merriods (2), Shadow Dragons (2), Zombies (5) Lair of the Wyrm Heroes: Reynhart the Worthy (Warrior), High Mage Quellen (Mage) Monsters: Fire Imps (5), Hybrid Sentinels (3) Labyrinth of Ruin Heroes: Dezra the Vile (Mage), Logan Lashley (Scout), Pathfinder Durik (Warrior), Ulma Grimstone (Healer) Monsters: Arachyura (2), Carrion Drakes (3), Goblin Witchers (4), Volucrix Reavers (4) The Trollfens Heroes: Augur Grissom (Healer), Roganna the Shade (Scout) Monsters: Harpies (4), Plague Worms (3) Shadow of Nerekhall Heroes: Orkell the Swift (Warrior), Tinashi the Wanderer (Scout), Ravaella Lightfoot (Mage), Rendiel (Healer) Monsters: Changelings (4), Ironbounds (2), Rat Swarms (4), Ynfernael Hulks (2) Manor of Ravens Heroes: Alys Raine (Warrior), Thaiden Mistpeak (Scout) Monsters: Bandits (5), Wraiths (3) Oath Of The Outcast Heroes: Trenloe the Strong (Warrior), Laurel of Bloodwood (Scout), Shiver (Mage), and Elder Mok (Healer) Monsters: Bane spiders (3), Beastmen (4), Razorwings (4) Crown of Destiny Heroes: Corbin (Warrior), Lindel (Scout), Jaes the Exile (Mage), and Brother Gherinn (Healer) Monsters: Chaos Beasts (3), Giants (2), Lava Beetles (4) Crusade of the Forgotten Heroes: Tahlia (Warrior), Tetherys (Scout), Astarra (Mage), and Andira Runehand (Healer) Monsters: Golems (2), Medusae (3), Sorcerers (4) Guardians of Deephall Heroes: Mordrog (Warrior), Lord Hawthorne (Warrior), Sahla (Healer), Silhouette (Scout) Monsters: Crypt Dragons (2), Dark Priests (4), Wendigos (3) Visions of Dawn Heroes: Master Thorn (Mage), Nara the Fang (Warrior), Ispher (Healer), Sir Valadir (Warrior) Monsters: Manticores (2), Ogres (2), Trolls (2) Bonds of the Wild Heroes: Lyssa (Mage), Challara (Mage), Ronan of the Wild (Scout), Vyrah the Falconer (Scout) Monsters: Kobolds (12), Hellhounds (4), Deep Elves (2) Mists of Bilehall Heroes: Nil Monsters: Bone Horrors (3), Broodwalkers (3), Reanimates (6) Still to come? HEALER (4): Aurim, Brother Glyr, Jonas the Kind, Okaluk and Rakash. SCOUT (7): Arvel Worldwalker, Bogran the Shadow, Grey Ker, Kirga, Red Scorpion, Tatianna, Tobin Farslayer. WARRIOR (9): Eliam, Hugo the Glorious, Karnon, Krutzbeck, Laughin Buldar, Nanok of the Blade, One Fist, Steelhorns, Varikas the Dead. MAGE (3): Landrec the Wise, Mad Carthos, Truthseer Kel, Zyla. Monsters (7): Shade, Skeleton Archer, Ferrox, Blood Ape, Demon Lord, Naga, Ice Wyrm
  14. Thanks Zaltyre. I just realised that I have been ripping myself off a turn also, counting the sacks as gone once they hit the falls-illustrated row. On reflection, it should be once the sacks "exit" the tile (perhaps backed up by the fact that the goblins are set up on the falls-illustrated row and do not go over the falls - shame ).
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